F.A.Q. PLEASE READ THIS BEFORE POSTING A QUESTION! Yes This Mod is a Work In Progress, Yes I am the only person working on this mod, and Yes it does take a lot of work, So No that does not mean I have time to service everyone all day, I try to do what I can and if you can offer some form of help by all means please do, but pestering me about stuff won't help get anything done. Thanks I spend a ton of time on these mods, and would like to spend less time answering questions!!
[Helpful Hint: If you ask me to bring this mod to console, or if you can make a translation for your website, That is the quickest way to get blocked from posting on my mods.]
I don't have the item to edit their faces? Sometimes things mess with the mod, and it doesn't appear in your inventory at the game start. If this happens travel to DC and go to DC Swatters, he will sell a replacement and it will refresh when he refreshes his stock.
My follower won't follow me after 1.0.3 ? Equip them with the ring for the package of your choice "Weapon Drawn / Not Drawn." You only have to equip it once for it to apply that package choice, you can then take it off and use it on any of your other followers. They do not have to have the item equipped, equipping it simply triggers a script that applies the package type to the NPC.
What are these 2 new apparel items ? The 2 new rings can be equipped by followers built before 1.0.3. This will allow you to apply the custom package to them. Allowing you to choose for them to follow you with their weapon drawn at all times, or not.
Why do they all have the same face ? Because that is just the base template face, the idea is that you will create your own companions and customize them to your liking. So I didn't add a bunch of different base template faces for the sake of it really being unnecessary towards the goal of this mod.
Why have you done three updates already ? - My goal is to have the mods base features completed within the first week of uploading. I think I have made a pretty good start at this.
My Ghouls Voices aren't quite right ? - Yes there is problems with the ghouls right now, I am working to get them fully situated
It pops up with a "Rescued Settler" Dialogue after I am done ? - Yes this is intentional to force you to assign them to a settlement so you don't forget to do it!
The Buffs menu isn't showing up ? - Yes I know this was broken in version 1.0.0, This has now been fixed in 1.0.1 +
How do I edit their face / Use the Mod ? ---Read The Description Page / Watch the Video, if you still don't know... I suppose ask but you should be able to figure it all out from there lol---
Update 1.0.5 Please be advised, it is suggested to start with Fresh followers after this update!!
Adds New Command Feature for followers: Instead of getting a spell, or using the "R" button to recruit followers you will now simple Talk to them Talking to a follower will bring up a new menu with several options:
Issue a Command: Follow me - Orders follower to follow you Enable Command State - Allows you to command your follower, without having to have them follow you if you want to command them without them following you Disable Follower - Orders Follower to Stop following you Disable Command State - Disables command option
Change Appearance: Freeze AI - Freezes them in place Unfreeze AI - Unfreezes them
Enhance Stats: Allows you to apply additional buffs from the buffs menu when you recruited them, Mind you if they already have the buff it won't actually apply it again!!
Exit Power Armor: Orders your follower to exit his / her power armor
You can now choose a power armor suit when recruiting your follower You can now choose to give them master lockpicking / hacking They will no longer clone "Current followers will, new followers built after this update won't" SuperMutants should no longer be hostile towards workshop NPCs All Compatibility Issues with Better Stores and similar mods has now been removed!!!!!
Ummm If I remember what else I did I will add it to the list haha.. Im kind of tired! Enjoy!
------Yes, There may be some odd limits cause I have set them to full companions, Until I make an official release for that, I would advise using this mod:------
Open Workshop - Highlight the Follower - Press R To move them into Settlement. Viola - They aren't automatically assigned to a settlement, You have to do this if you skip the rescued dialogue at the beginning.
For some reason when i create two followers and assign them to Red Rocket, they instead decide to walk over to Sanctuary. Settlements tell me they are indeed assigned to RR and even have jobs but they do not spend time there at all. Is there a conflict issue I'm unaware of?
I am having this same issue. My two custom companions were created at Norhayden Beach, but since the day I created them they return to Sanctuary Hills every time I disable them as a follower, despite selecting Norhayden Beach as the settlement for them to return to. I've actually followed them from multiple places in the map when I dismiss, including AT Norhayden Beach, and walked with them as they traverse all the way to Sanctuary and stand in the middle of the road in front of Nora's/Nate's home. I cannot assign them to any jobs (either at Sanctuary OR other settlements). Also, despite returning to Sanctuary Hills exclusively, they still add to the population count of whatever settlement I've chosen for them when I disable them as a follower. Very frustrating, as I made them to be part of my main settlement but have to keep them with me as a follower to have them with me anywhere but Sanctuary Hills. There was never an option to 'rescue survivor' after creating them, as has been mentioned in the pinned comments to assign them to a settlement, I've only ever been able to assign a settlement by disabling them as a follower. I've tried the 'R' key in build mode with them highlighted, which does nothing. I'd love to be able to assign them to Norhayden Beach with my huge city of a base, but it seems it's not possible as I'm on a new PC and new installation game and all mods (new downloads up to date). This occurred on my original setup and this one over the course of several years.
I'm also having the same issue. I gave up trying to assign them to a different settlement BUT THEN I encountered another bug. When I was in Red Rocket there was an attack and I think one of my turrets hit one of my two companions and they turned hostile. I had to delete them because I didn't know what else to do. After that I tried creating a new one and the curious side of me still tried to assign her to Red Rocket and as soon as I do so she turns hostile as well.
I built the device in my Red Rocket settlement and I was wondering why my NPCs kept wandering off. I ended up making 4 NPCs that either wandered off or teleported to god knows where. So I did an experiment and built another one and followed it. It turns out they ALL went to Sanctuary Hills. I tried moving them to Red Rocket but this 1 companion somehow is still staying at Sanctuarry Hills despite that.
EDIT: Yup, 1 of my companion seems to be broken. Despite me assigning her to the Red Rocket settlement, she just stays at Sanctuary Hills. I don't know how to trigger the rescued dialogue so I can assign them to a settlement as it doesn't seem to trigger all the time. When I created my most recent companion, no dialogue happens.
A few hours after writing the edit my companion got bugged even further. There was an attack in my Red Rocket Settlement and somehow they turned hostile AND the other companion I assigned in Red Rocket still returned to Sanctuary Hills and she's also hostile for some reason. So I tried deleting them and making a new companion from scratch. Managed to make one BUT after assigning them to Red Rocket Settlement, THEY TURN HOSTILE! I tried reinstalling the mod and their hostility is gone now. But now I can't recruit 2 followers.
This mod is totally busted, even if you use the console command (help personalbodyguard 4 ACTI) to spawn in the radio you cannot change the name, appearance and they do not follow commands. Sad to see this mod die but do not waste your time.
Can't say I've had the same issues. I downloaded it the other day and couldn't effectively make a ghoul companion, but human companions have worked just fine. I tested all the base functions a few times before moving on with my game. The rings included in the mod do work, you just have to know how to work them, and you are able to give commands to the companions. I was able to command my custom companion to get in and out of a suit of power armor, no issue outside of base game's issues with AI pathfinding. That being said, they don't talk much, if at all, but I'm not concerned because I'd rather hear Curie's comments anyhow.
This is the greatest mod ever for one simple (if unintended) reason: You can give it to ANYONE in the game and change their appearance, not just the 'new' companions that you build from scratch. You can literally put the re-designer on any NPC and instantly change their appearance! It's amazing, have the perfect Piper, Kaitlyn, Curie, etc etc build customer in-game to look exactly how you want, when you want. This mod is a treasure!!
Alright y'all, I think i fixed the Radio not showing up problem. I fired up the ol penis flattener, I mean FOeEdit, and rooted around for a while. Looks like there is a condition for crafting the radio specifically for being outside in the commonwealth, which means you cannot use this in any interior player cell home or settlement aka Home Base, Guns for Hire Office by Joe etc.
I did notice the ancient header file version which was still 0.95000 so I gave that a quick change to 1.0000 and saved.
Then if you are using Vortex, Imma need ya to open er up and take a quick jog over to your plugins list and search for personalguard.esp. I need you to double click that baby and open up a little side window and scroll down to Groups. It's a dropdown box, clock on Groups and scroll down to the bottom and apply the group rule Dynamic Patch(es) to the esp and hit the little arrow at the very bottom of that window to save. Then mouse up to the Sort Now button top left second from the far left and hit sort now. This will change Vortexs sorting rule to apply this mod to the very bitter end of your load order which will allow it to overrule any conflicts and Win said conflicts.
Fire up the game. Go to any outside settlement and attempt to build the Radio from the Specials Tab again. Let me know if it works for you. If it doesn't reply to my comment and I will try to help you out the best I can. I don't know if I need permission from Karel2015 to patch and do any heavy hitting.
638 comments
PLEASE READ THIS BEFORE POSTING A QUESTION!
Yes This Mod is a Work In Progress, Yes I am the only person working on this mod, and Yes it does take a lot of work, So No that does not mean I have time to service everyone all day, I try to do what I can and if you can offer some form of help by all means please do, but pestering me about stuff won't help get anything done. Thanks
I spend a ton of time on these mods, and would like to spend less time answering questions!!
[Helpful Hint: If you ask me to bring this mod to console, or if you can make a translation for your website, That is the quickest way to get blocked from posting on my mods.]
I don't have the item to edit their faces?
Sometimes things mess with the mod, and it doesn't appear in your inventory at the game start. If this happens travel to DC and go to DC Swatters, he will sell a replacement and it will refresh when he refreshes his stock.
My follower won't follow me after 1.0.3 ?
Equip them with the ring for the package of your choice "Weapon Drawn / Not Drawn." You only have to equip it once for it to apply that package choice, you can then take it off and use it on any of your other followers. They do not have to have the item equipped, equipping it simply triggers a script that applies the package type to the NPC.
What are these 2 new apparel items ?
The 2 new rings can be equipped by followers built before 1.0.3. This will allow you to apply the custom package to them. Allowing you to choose for them to follow you with their weapon drawn at all times, or not.
Why do they all have the same face ?
Because that is just the base template face, the idea is that you will create your own companions and customize them to your liking. So I didn't add a bunch of different base template faces for the sake of it really being unnecessary towards the goal of this mod.
Why have you done three updates already ?
- My goal is to have the mods base features completed within the first week of uploading. I think I have made a pretty good start at this.
My Ghouls Voices aren't quite right ?
- Yes there is problems with the ghouls right now, I am working to get them fully situated
It pops up with a "Rescued Settler" Dialogue after I am done ?
- Yes this is intentional to force you to assign them to a settlement so you don't forget to do it!
The Buffs menu isn't showing up ?
- Yes I know this was broken in version 1.0.0, This has now been fixed in 1.0.1 +
How do I edit their face / Use the Mod ?
---Read The Description Page / Watch the Video, if you still don't know... I suppose ask but you should be able to figure it all out from there lol---
Adds New Command Features
Adds Ability to Freeze AI
Adds Ability to Add Expert Hacker / Lockpicking
Adds Power Armor Choice
Etc.
Update 1.0.4:
-= Last Update for the Next 3-4 Days =-
Adds SuperMutant Bodyguard Option
Update 1.0.3:
Added Package Options for Weapons Drawn / Not Drawn
Added 2 Rings to Apply Packages to Pre-1.0.3 Followers
Fixed Glitched Ghouls
Update 1.0.2:
Added Option for Essential / Non-Essential
Added Option to Purchase Additional Followers if that's your thing
Update 1.0.1:
Fixed Buff Menu
Added Dialogue
Please be advised, it is suggested to start with Fresh followers after this update!!
Adds New Command Feature for followers:
Instead of getting a spell, or using the "R" button to recruit followers you will now simple Talk to them
Talking to a follower will bring up a new menu with several options:
Issue a Command:
Follow me - Orders follower to follow you
Enable Command State - Allows you to command your follower, without having to have them follow you if you want to command them without them following you
Disable Follower - Orders Follower to Stop following you
Disable Command State - Disables command option
Change Appearance:
Freeze AI - Freezes them in place
Unfreeze AI - Unfreezes them
Enhance Stats:
Allows you to apply additional buffs from the buffs menu when you recruited them, Mind you if they already have the buff it won't actually apply it again!!
Exit Power Armor:
Orders your follower to exit his / her power armor
Trade:
Trades with your follower
Kill Follower:
Well, It kills your follower
------------------------------------------------------
Additional Things added in 1.0.5:
You can now choose a power armor suit when recruiting your follower
You can now choose to give them master lockpicking / hacking
They will no longer clone "Current followers will, new followers built after this update won't"
SuperMutants should no longer be hostile towards workshop NPCs
All Compatibility Issues with Better Stores and similar mods has now been removed!!!!!
Ummm If I remember what else I did I will add it to the list haha.. Im kind of tired! Enjoy!
Open Workshop - Highlight the Follower - Press R To move them into Settlement. Viola - They aren't automatically assigned to a settlement, You have to do this if you skip the rescued dialogue at the beginning.
After that I tried creating a new one and the curious side of me still tried to assign her to Red Rocket and as soon as I do so she turns hostile as well.
EDIT: Yup, 1 of my companion seems to be broken. Despite me assigning her to the Red Rocket settlement, she just stays at Sanctuary Hills. I don't know how to trigger the rescued dialogue so I can assign them to a settlement as it doesn't seem to trigger all the time. When I created my most recent companion, no dialogue happens.
A few hours after writing the edit my companion got bugged even further. There was an attack in my Red Rocket Settlement and somehow they turned hostile AND the other companion I assigned in Red Rocket still returned to Sanctuary Hills and she's also hostile for some reason. So I tried deleting them and making a new companion from scratch. Managed to make one BUT after assigning them to Red Rocket Settlement, THEY TURN HOSTILE!
I tried reinstalling the mod and their hostility is gone now. But now I can't recruit 2 followers.
I did notice the ancient header file version which was still 0.95000 so I gave that a quick change to 1.0000 and saved.
Then if you are using Vortex, Imma need ya to open er up and take a quick jog over to your plugins list and search for personalguard.esp. I need you to double click that baby and open up a little side window and scroll down to Groups. It's a dropdown box, clock on Groups and scroll down to the bottom and apply the group rule Dynamic Patch(es) to the esp and hit the little arrow at the very bottom of that window to save. Then mouse up to the Sort Now button top left second from the far left and hit sort now. This will change Vortexs sorting rule to apply this mod to the very bitter end of your load order which will allow it to overrule any conflicts and Win said conflicts.
Fire up the game. Go to any outside settlement and attempt to build the Radio from the Specials Tab again. Let me know if it works for you. If it doesn't reply to my comment and I will try to help you out the best I can. I don't know if I need permission from Karel2015 to patch and do any heavy hitting.
I got the ring so I know the mod is running, but no machine